Medium Undead (Vampire), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, INT +10, WIS +8, CHA +10
Skills Perception +7, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (4/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Dread Lord of Viscedal (Mythic Trait; Recharges after a Short or Long Rest). If Caladon is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 168 hit points. In addition, a thin veil of blood wraps itself around him granting him 100 temporary hit points. While he has these temporary hit points, he is resistant to all damage. 

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Spellcasting. Caladon is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +10 to hit with spell attacks). The archmage has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, shield, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, haste

4th level (3 slots): banishment, greater invisibility, stoneskin

5th level (3 slots): cone of cold, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): abi-dalzim's horrid wilting

9th level (1 slot): time stop

Actions

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Alternatively, the vampire uses Charm and makes one melee attack.

Sanguine Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm (Recharge 6). The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

Caladon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

Move. Caladon moves up to its speed without provoking opportunity attacks.

Sanguine Strike. Caladon makes one sanguine strike.

Bloody Puppet (Costs 2 Actions). One creature with blood Caladon can see must succeed on a DC 17 Wisdom Saving Throw or make one attack on a creature of Caladon's choice within reach.

Mythic Actions

If Caladon's mythic trait is active, he can use the options below as legendary actions, as long as he has temporary hit points from his Dread Lord of Viscedal feature.

Leech. One creature Caladon can see must make a DC 20 Constitution saving throw or take 10 (3d6) necrotic damage and have their HP maximum reduced by the same amount. 

Necrotic Flare (Costs 3 Actions). Caladon flares with necromantic energy. Each creature of the his choice in a 60-foot-radius sphere centered on himself must make a DC 23 Constitution saving throw. On a failed save, the creature takes 39 (6d12) necrotic damage and their HP maximum is reduced by that amount. 

 

Monster Tags: Shapechanger

Habitat: Urban

InternalXplosion

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